Issue 85 September 2012
In This Issue
GÎL SÍLA ERIN LÛ GOVADED VÎN... As you can see by the table of contents, there is a lot in this issue. Most of this is from previous issues, but we are including something new as well. For anyone venturing into the dark forest of Mirkwood, be on the the look out for the White Hart. In honor of the recent birthday shared by Middle-earth’s two most famous Hobbits, and in preparation for the coming Hobbit movie, this issue is devoted to people, creatures, and things from the book. Farad vaer. Micah A. Walles (Razor77) & Celebraen Co-Editors Hall of FIre
TABLE OF CONTENTS
2
ALLIES AND ADVERSARIES • The Great Goblin • Thranduil, King of the Woodland Realm • Thorin Oakenshield • Bard, the Bowman • Beorn, Lord of the Carrock
3
FEATURED CREATURE • Stone-Giants • Great Eagles • The White Hart…
9
FAN FLAVOUR ~ NEW ITEMS • Orcrist • Arkenstone, Heart of The Lonely Mountain • Troll's Purse • Orc Shoes
13
WHAT’S OUT THERE
15
CALLING ALL GAMERS
15
CONTACT THE HALL OF FIRE AT:
[email protected]
CREW MICAH A. WALLES (RAZOR77), CO-EDITOR
[email protected] CELEBRAEN, CO-EDITOR JEFF IFLAND (BLACKFOX), LAYOUT FOLLOW US ON TWITTER: http://twitter.com/halloffire LIKE US ON FACKEBOOK: http://fb.halloffire.org
This is an unofficial fan webzine created for players of Role Playing Games (RPGs) set in the world of Middle-earth created by J.R.R. Tolkien. There is no affiliation between the authors of this webzine and Tolkien Enterprises, or any other related corporation. All material is either direct from Tolkien sources, the owner of a particular Middle-earth based RPG, opinion, or has been created for the said purpose of roleplaying in the world of Middle-earth. All pictures and graphics, unless otherwise cited, were obtained from New Line Cinema, fan contributions, or from sources on the Internet. No claim of ownership is made through their use here. These images are used with no permission unless otherwise stated. THIS DOCUMENT IS NOT FOR RETAIL SALE AND INDIVIDUALS MAY PHOTOCOPY AND PRINT FOR THEIR PERSONAL USE.
Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
ALLIES
AND
Issue 85 * September 2012
ADVERSARIES
THE GREAT GOBLIN
RACE
(Originally published in HoF #11)
IN
THE
Orc (Mountain-Breed)
RACIAL ABILITIES
NOVELS
The Great Goblin presided over the questioning of Thorin and the other dwarves when they were captured in the Misty Mountains just after they left Rivendell. He also recognized Thorin's elven blade as Orcrist, but better known to all orc-dom as 'Biter'. Unknown to any, Gandalf had managed to jump inside during the confusion of their capture and in the nick of time, slew the Great Goblin with a devastating spell and killed many of the others while freeing the dwarves. The new Great Goblin immediately came into power and ordered his soldiers after them. After the Gandalf, Bilbo, and the dwarves escaped the goblins set out after them, calling for their warg friends to help. Unfortunately for the adventurers, they were caught up in a tree to which the orcs set fire. Thanks to Gwaihir and his brethren, they managed to escape. After while, the orcs greatly maddened at the attack upon them later gathered many of their kindred together with the wargs and giant bats and set off to make war upon The Lonely Mountain. During the battle that ensued, Beorn killed the new Great Goblin in personal combat.
IN
THE
GAME
Though their power greatly diminished in the mountains, the goblins still remain a threat to those near or passing over the Misty Mountains. Now that two Great Goblins had been killed, none now know who leads the orcs of the Misty Mountains, but there is a sneaking suspicion that they may be in league with the great power in the south mountains in Moria. The stats listed above represent the Great Goblin who was killed by Gandalf, but the write-up could be used for any great leader of orcs.
Armour (1), Curse of Daylight, Natural Weapons (claws, 1 point)
ATTRIBUTES Bearing 9 (+1) Perception 6 (+0) Vitality 10 (+2)*
REACTIONS Stamina +4* Willpower +2
Nimbleness 7 (+0) Strength 11 (+2)* Wits 7 (+0) Swiftness +2 Wisdom +1
DEFENCE ORDERS
10
Barbarian, Captain
ORDER ABILITIES
Air of Command, Champion, Hard March (Mountains), Preferred Weapon (Scimitar)
ADVANCEMENTS SKILLS
25
Armed Combat: Blades (Scimitar) +9, Climb +4, Inspire +6, Craft: Trapmaking +5, Intimidate (Fear, Torture) +8, Jump +4, Language: Orkish (Misty Mountain) +4, Language: Westron +2, Lore: Elven Weapons +2, Lore: Poisons +2, Lore: Race (Dwarves, Elves, Orcs) +4, Lore: Realm (Misty Mountains) +3, Observe (Spot) +5, Ranged Combat: Bows (Shortbow) +8, Ride (Warg) +5, Run +4, Siegecraft (Scale Wall) +5, Smithcraft (Weaponsmith) +1, Stealth (Hide, Sneak) +5, Survival (Forest, Mountains) +6, Track (Scent) +5, Weather-sense +2
EDGES
Bold, Command 3, Fell-handed (Sindar), Hardy, Night-eyed, Rank 4 (Leader of Misty Mountain orcs), Stern, Tireless
FLAWS
Craven, Hatred (Dwarves of Durin's Line)
SIZE Medium (5 Wound Levels, 1 Healthy) HEALTH 2 COURAGE 3 RENOWN 10 GEAR Scimitar, Orc chain, Orc shoes
2
Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
THRANDUIL, KING OF THE WOODLAND REALM (Originally published in HoF #11) ‘There was also a strange Elf clad in green and brown, Legolas, a messenger from his father, Thranduil, the King of the Elves of Northern Mirkwood.’ - The Fellowship of the Ring
IN
THE
NOVEL
Thranduil, son of Oropher, is king of the Wood-elves who dwelt in northern Mirkwood. He traveled east from Lindon with many Sindar of his father and helped found the Woodland Realm. With the help of the dwarves, the Mirkwood elves delved an underground dwelling after the manner of Thingol at Menegroth. Though shadow, orc, and spider spread throughout most of the great wood at the coming of the Necromancer to Dol Guldur, the elves of the Woodland Realm lived in relative safety until the time of the War of the Ring, when he commended his own son to the task of speaking for the Woodland Realm in his stead at the Council of Elrond. After the War of the Ring, he met with Celeborn in Mirkwood to discuss the dividing of Mirkwood among their charges and nothing more is known of him though he lived and ruled a great many year in his realm.
RACE Elf, Sindar (Elf of Mirkwood) RACIAL ABILITIES The Art, Beast-skill, Comfort, Elven Form, Elvensense, Elven-sleep, Farsightedness, Ghost-scorn, Lightfootedness, Swift Healing, Musical Gifts
ATTRIBUTES
Bearing 10 (+2)* Perception 13 (+3)* Vitality 9 (+1)
REACTIONS Stamina +3 Willpower +4
Nimbleness 10 (+2) Strength 9 (+1) Wits 8 (+1) Swiftness +3 Wisdom +6*
DEFENCE 12 ORDERS Noble (Elf-Lord~), Magician ORDER ABILITIES Domain (Woodland Realm), Noble Mien, Sanctum, Sanctum Power, Spellcasting 5
ADVANCEMENTS SKILLS
33
Armed Combat: Blades (Longsword) +5, Craft: Cooking +3, Debate (Negotiate, Parley) +5, Inquire (Converse, Interrogate) +6, Inspire +5, Intimidate (Majesty) +5, Language: Sindarin +6, Language: Westron +4, Lore: Group (White Council) +3, Lore: History (Sindar) +5, Lore: Race (Elves) +4, Lore: Realm (Woodland Realm) +6, Observe (Spot) +3, Perform (Sing) +5, Persuade (Charm) +4, Ranged Combat: Bows (Short Bow) +1, Ride (Horse) +3, Stealth (Hide) +5, Survival (Forest) +5, Weather-sense +4 continued on next page…
3
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SPELLS
Animal Messenger, Beast Speech, Beast Summoning, Blinding Flash 2, Burning Sparks, Calling, Create Light 2, Enhance Food, Evoke Awe, Fog-raising, Fog-weaving, Kindle Fire, Finding and Returning, Misdirection, Openingspell, Power of the Land, Rain-ward, Reading the Heart, Sense Power (ability), Shutting-spell, Springtime
EDGES
Command, Curious, Eloquent, Fair, Hoard 5, Indomitable, Keen-eyed, Rank 4 (King of Woodland Realm), Resolute 2, Strong-willed 2, Swift Recovery, Wise, Woodcrafty 2
FLAWS
Arrogant, Duty (Ruler of Woodland Realm), Proud, Stiff-necked
SIZE Medium (5 Wound Levels, 1 Healthy) HEALTH 10 COURAGE 5 RENOWN 20 GEAR Fine clothing, longsword, shortbow, Necklace of Girion (after the Battle of Five Armies) * Favoured Attribute or Reaction
IN
THE
Issue 85 * September 2012
GAME
Thranduil is a good and wise king for his people and very suspicious of outsiders, regardless of who they are, as Thorin, Bilbo, and the other dwarves found out when then were lost within the dark forest. He doesn't abide incompetence nor the same stubbornness or stiff-necked resistance that he has within himself. Regardless of his failings, he is a loyal and honourable friend and ally, quick to lend aid when needed, such as to the men of Lake-town after the slaying of Smaug. He is also a person of great refinement and wealth loving to eat, drink, and be merry along with his folk, but is not above accepting the gifts of friendship or help rendered like when Bilbo gave him the Necklace of Girion at their parting for recompense for the hospitality the king and his people unknowingly given him. Travelers in his land would do well to ply for his grace to pass through as getting lost in Mirkwood before the War of the Ring and sometime afterward meant almost certain death from wandering into starvation or becoming a victim to roaming orc bands or spiders. The king would almost certainly have need of experienced heroes to help in matters that are beyond his borders as he is loathe to send his people out that far, even in the coming times of peace in the Fourth Age.
THORIN OAKENSHIELD (Originally published in HoF #10) 'To me! To me! Elves and Men! To me! O my kinsfolk! To me!' he cried, and his voice was like a horn in the valley. - Thorin Oakenshield, The Hobbit
IN
THE
NOVELS
Thorin Oakenshield, son of Thrain II, son of Thror, King Under the Mountain, led the legendary band of dwarves plus one hobbit on the quest to retake his stolen home of Erebor back from the great wyrm, Smaug. Legend has it that upon hearing of the great riches amassed in The Lonely Mountain, that Smaug left his lair in the Withered Heath and sacked the dwarf kingdom and the kingdom of Dale at the mountain's foot. Being out wandering the woods in his youth with some friends saved Thorin's life. When he was running back to help his people, he discovered both his father and grandfather, quite singed and disgruntled. In the years that passed, Thorin and most of his people that escaped
RACE
Dwarf, House of Durin (Dwarf of Erebor)
RACIAL ABILITIES
Animal Aversion, Craftsmanship, Firestarting, Hardness of Body, Hardness of Mind, Healthy, Stout
ATTRIBUTES Bearing 10 (+2)* Perception 8 (+1) Vitality 10 (+2)
REACTIONS Stamina +3* Willpower +2 Defence: 11
continued on next page…
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Nimbleness 9 (+1) Strength 13 (+3)* Wits 7 (+0) Swiftness +1 Wisdom +2
Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
immigrated to the Blue Mountains to mine coal with his distant relatives. One day, a happy chance came along while he was on business: he met Gandalf in the Prancing Pony tavern in Bree. With the wizard, he gathered up some of his kin and made to set off to the mountain. Through a bit of trickery, Gandalf managed to convince a hobbit to join on the journey both for luck's sake and for at least one person keeping a level head about them (most of the time). Along the road after the party's first unwelcome adventure, Thorin discovers Orcrist and Gandalf Glamdring, ancient elven blades made in Gondolin before the sundering of the seas. Through the mountains, into eagle's eyries, and into the black forest of Mirkwood, Thorin and his companions traveled until they finally reached the mountain. His ire raised by Bilbo's impertinence as a burglar, Smaug stormed from the mountain in search of him and eventually took his anger out on Esgaroth to his doom, for he was killed by the mighty bow shot of Bard of the line of Girion, the last king of Dale. When the men came to the mountain looking for recompense for their losses and the dragon's destruction, Thorin turned them away in greed and stubbornness. After calling upon aid from his cousin Dain in the Iron Hills and men, elves, and dwarves were about to set blade and arrow to one another, a host of orcs, wargs, and bats issued from Gundabad and all engaged in what to become called the Battle of the Five Armies. Thorin was overwhelmed before aid could get to him and he eventually perished. He was laid to rest in the heart of the mountain with Orcrist atop his breast.
IN
THE
GAME
Thorin was a gruff and haughty dwarf, but if you manage to prove yourself worthy in his eyes, his mood will soften towards you. If you so impress him, you may be counted among his most trusted comrades. Characters are likely to encounter him in Erebor before Smaug's coming, in the Blue Mountains or along the east-west road between the Blue and Misty Mountains, or possibly during the Battle of the Five Armies. After that, they might be able to espy his body in the depths of Erebor or as one of the guards who watches over the body and for a sign of enemies approaching by the light given off by Orcrist.
5
ORDERS
Noble (Leader of Folk), Craftsman
ORDER ABILITIES
Deference, Cross Order Skill (Siegecraft), Masterwork, Noble Mien, Preservation, Speedy Work
ADVANCEMENTS SKILLS
18
Appraise (Gold, Weapons) +5, Armed Combat: Axes (Battle Axe) +6, Armed Combat: Blades (Longsword) +4, Debate (Bargain, Negotiate) +5, Inspire +2, Intimidate (Majesty) +7, Language: Khuzdul +6, Language: Westron +3, Lore: History (Durin's Folk) +4, Lore: Race (Dwarf, Orc, Troll) +3, Lore: Realm (Blue Mountains, Dale, Erebor) +5, Observe (Spot) +2, Perform (Play Violin, Sing) +6, Persuade (Bluff) +2, Ranged Combat: Bow (Shortbow) +2, Ride (Pony) +2, Siegecraft (Defense) +5, Smithcraft (Weaponsmith) +7, Stonecraft (Building, Fortification, Mining) +8
EDGES
Ally (Gandalf), Bold, Craftmaster, Doughty, Fellhanded II (Orcs), Hardy, Hoard 2, Rank, Resolute, Stern, Strong-willed, Valiant, Warrior's Heart
FLAWS
Oath (Reclaim Erebor), Proud, Stiff-necked Size: Medium (5 Wound Levels, 1 Healthy)
HEALTH COURAGE RENOWN GEAR
13 5 20
Orcrist, blue cloak and hood with silver tassel, gold belt, violin, fine clothing, pony, 20 SP
NOTES
Racial information from the Moria supplement from Decipher was used in creating this character write-up. Thorin, as detailed above, is depicted as he was between the encounter with the three trolls and being captured by the Wood-elves.
Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
BARD, THE BOWMAN (Originally published in HoF #9) "'Bard is not lost!' he cried. 'He dived from Esgaroth, when the enemy was slain. I am Bard, of the line of Girion; I am the slayer of the dragon!'" -Bard the Bowman, The Hobbit
HISTORY
reconstruction and its fledgling years of rebirth. Bard is a wise and just man with the power of foresight and ability to read well the minds and hearts of Men. Once took to the throne of Dale, the years were always peaceful and may need the service of adventurous souls willing to heed his call. A few possible adventures he may seek help or resolution: • Recover the Black Arrow lost in the deeps of the Long Lake with the carcass of Smaug • Escort an embassy or trade caravan to Dorwinion • Accompany a joint force of Dwarves and Woodelves in scouting the lands near Gundabad and/or the Withered Heath, reporting any build-up or suspicious activities of the enemy
Bard is long descended from the line of Girion, the last king of Dale. He led the defense of Esgaroth against Smaug and the army of Men in the Battle of Five Armies. Before this time he was known as a capable warrior and occasional soothsayer or doomspeaker. After the great battle, he took the share of the dragon hoard given him by Dain Ironfoot and gave a portion to rebuild Esgaroth and his rightful kingdom of Dale. His rule in the reconstituted realm lasted many years and left the throne to his son, Brand.
IN
THE
GAME
In his youth and up to the demise of Smaug, Bard can be found in or around Esgaroth. Shortly after he is only found in his kingdom Dale during its
RACE Middle-man (Line of Girion) RACIAL ABILITIES Adaptable, Dominion of Man, Skilled
ATTRIBUTES
Bearing 10 (+2) Nimbleness 12 (+3)* Perception 11 (+2) Strength 9 (+1) Vitality 8 (+1) Wits 12 (+2)*
REACTIONS Stamina +3 Willpower +2
Swiftness +3 Wisdom +5*
DEFENCE 13 ORDERS Warrior (Bowman) ORDER ABILITIES Evasion, Favoured Weapon (Bow: Longbow), Warrior-born
ADVANCEMENTS 15 SKILLS
Armed Combat: Club (Staff) +1, Climb +3, Debate (Negotiate, Parley) +1, Healing (Treat Wounds) +3, Insight +4, Inspire +4, Intimidate (Power) +5, Jump +3, Language: Understand Bird-speech (Thrush) +4, Language: Westron +5, Lore: History (Dale, Erebor, Lake-town) +4, Lore: Legends of King Under the Mountain +3, Lore: Race (Men, Dragons)
+3, Lore: Realm (Dale, Erebor, Laketown) +4, Observe (Spot) +3, Ranged Combat: Bows (Longbow) +8, Ride (Horse) +3, Run +3, Siegecraft (Defense) +4, Stealth (Hide, Sneak) +4, Survival (Forests) +1, Track (Deer) +1
EDGES
Accurate, Favour of Fortune 2, Foresighted, Night-Eyed 2, Quick-draw, Stern, Valiant, Valour, Warwise
FLAWS
Duty (Rebuild Dale), Fealty (Master of Lake-town), Fey
SIZE
BARD, KING
OF
ATTRIBUTES
Nimbleness +1 (Legendary attribute for downing Smaug and escaping the ruin of his demise) New Orders Noble New Order Abilities Domain, Noble Mien Advancements +4 New Skills Insight +2, Inspire +1
NEW EDGES
Hoard 5, Rank 4 (King of Dale), Stern 2
Medium (5 Wound Levels, 1 Healthy)
NEW FLAWS
HEALTH COURAGE RENOWN GEAR
RENOWN GEAR
9 8 5
Longbow, arrows (39), Black Arrow, dagger, common clothing, 5 sp Note: The character write-up above represents Bard during The Hobbit when he helped defend Lake-town from Smaug, during the Battle of the Five Armies, and just after these events until Dale was rebuilt. 6
DALE
Use the same character as detailed above and use these adjustments:
Remove Fealty; Change: Duty (Govern Dale) +10
Remove: Black Arrow; Add whatever he requires within reason for king
NOTE
Bard gained his Renown, Hoard 5, Rank 4, and Stern edges, removed his Fealty Flaw, and changed his Duty flaw through the events of the story and are to be considered as awarded free of spending Advancement Picks.
Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
BEORN, LORD OF THE CARROCK (Originally published in HoF #9) "In the last hour Beorn himself had appeared - no one knew how or from where. He came alone, and in bear's shape; and he seemed to have grown almost to giant-size in his wrath." -The Hobbit
IN
THE
NOVEL
Beorn, his ancestors, and his descendants are a mysterious and powerful folk. It is known that he is a skin-changer or what Bilbo insultingly referred to as a "furrier"; meaning that he can changed his form at will, in Beorn's case, to a giant black bear. While in human form, he is a very large, burly man with a great black beard and even bigger laugh. He is wary of anyone he doesn't know and was thusly intrigued as Gandalf had planned when he, Bilbo, and the dwarves arrived upon the doorstep of his residence near what he called "The Carrock." Once the whole story was told, he offered his uninvited guests to a meal and to stay the night while he confirmed their story
and slaughtered a goblin patrol in the process. Once he had confirmed the troop's story, his mood lightened and offered his help to the party in the form of rations, weapons, and even transportation to the edge of Mirkwood. Later, during the Battle of Five Armies, fortune and a healthy mistrust of the machinations of the goblins of the Misty Mountains guided Beorn to the battlefield. In his bear form, he cut a huge swath through the hoard of goblins to rescue the besieged Thorin, taking many wounds himself, but was unable to get to him before he, Kili, and Fili were struck down.
IN THE GAME Beorn can be found most of the time on his homestead near The Carrock, but can also be found wandering the wilds between the east side of the Misty Mountains and the edge of Mirkwood, ambushing and destroying roaming orcs and orc patrols. Not unlike his attitude towards Gandalf, Bilbo, and the dwarves, he would react in much the same
manner to a party of adventurers who are foreign to him. If the characters are able to convince him that they are indeed true and noble, he will offer you every hospitality that he can. Impress him enough and upon the Narrator's discretion you may earn him as an ally.
7
RACE RACIAL ABILITIES
Middle-man (Beorning)
Adaptable, Dominion of Man, Skilled
ATTRIBUTES
Bearing 10 (+2) Perception 12 (+3) Vitality 10 (+2)*
REACTIONS Stamina +6* Willpower +2
Nimbleness 9 (+1) Strength 14 (+4)* Wits 8 (+1) Swiftness +3 Wisdom +3
DEFENCE 11 ORDERS Craftsman*, Magician, Warrior* ORDER ABILITIES Awaken Animal~, Evasion, Favoured Weapon (Natural Weapons: Claws), Heart of a Bear 3, Natural Weapons (claws 3d6; fangs 1d6), Sanctum, Sanctum Power, Spell Specialty (Beast), Spellcasting 8, Swift Strike, Train Animal~
ADVANCEMENTS 41 SKILLS
Armed Combat: Natural Weapons (Claws, Fangs) +12, Craft: Animal Handler +9, Debate (Parley) +5, Healing (Treat Wounds) +4, Inquire (Converse) +6, Insight +8, Inspire +5, Intimidate (Power) +8, Language: Westron +6, Lore: Group (Order of Wizards) +2, Lore: History (Men) +5, Lore: Animals +8, Lore: Plants +6, Lore: Race (Men, Orcs, Wargs) +6, Lore: Realm (The Carrock) +6, Observe (Hear, Spot) +8, Search +4, Survival (Forests, Plains, Mountains) +5, Weathersense +6 continued on next page…
Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
SPELLS
SPECIAL ABILITIES HEART OF A BEAR Prerequisite: Direct descendent of Beorn's line; Chieftain of the Beornings Effect: When a character changes into bear form, add +1 Strength, Vitality, and Health plus gains the bear special ability Bear Hug. If he takes damage while as a bear, any excess damage is ignored when he reverts back to human form. Improvement: Yes; twice. Gain +1 Strength, Vitality, and Health.
Animal Messenger, Beast-speech, Beast Summoning, Change Hue, Display of Power, Evoke Awe, Healing-spell, Mastery of Shapes (ability), Mind-speech, Opening-spell, Rain-ward, Shuttingspell, Spoken Thoughts, Springtime (ability), Word of Command
EDGES
Ambidexterity 2. Armour of Heroes, Bold, Charmed Life, Craftmaster, Doughty, Friends (his animals), Hardy, Stern, Strong-willed 2, Tireless 3, Two-Weapon Fighting, Valiant, Valour, Wakefulness, Warrior's Heart
FLAWS Battle-fury 2, Proud, Fey SIZE Large (6 Wound Levels, 2 Healthy) HEALTH 15 COURAGE 10 RENOWN 15 GEAR Traveling clothes, rations (5 days) ~ These abilities are listed in The Hall of Fire, Issue #6. Removing these would reduce him to about 36 Advancements.
8
Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
FEATURED CREATURES STONE-GIANTS (Originally published in HoF #7) '[Bilbo] saw that across the valley the stone-giants were out, and were hurling rocks at one another..." - The Hobbit
DESCRIPTION Stone-giants are towering humanoids of uncertain origins. Some say giants are like to normal Men as normal Men are like to Hobbits. Others say that giants are not akin to Men at all, but rather that they are the created beings of rock and mountain as Ents are the created beings of wood and forest. A giant stands dozens of feet in height, as tall as the tallest tree or Ent. Giants are brutish, combative, and dangerous, but they are not inherently evil (in The Hobbit Gandalf spoke of finding a "more or less decent giant" to help block a goblin tunnel). Giants may sometimes gather hoards of goods they find (or take) in the mountains, but they themselves can craft nothing beyond crude furs to cover themselves and rarely make use of tools or weapons.
HABITAT Stone-giants are known to dwell in the high valleys of the Misty Mountains, above the low passes used by travelers. Presumably, giants could be found dwelling in the inaccessible heights of any of the old mountains of Middle-earth. By the end of the Third Age they are few in number and very reclusive. Giants seem to live in small societies spread out across their mountain homes, and at times they gather together to hurl mountain boulders at each in some kind of violent contest.
UNIQUE SPECIAL ABILITIES POWERFUL FISTS The fists of a stone-giant are powerful weapons that hit as hard as rock. When the giant makes an Unarmed Combat brawling attack, he applies his Strength bonus to the attack test instead of Nimbleness. If the punch attack hits, the giant inflicts 2d6 damage plus his Strength bonus (multiplied by two because of the Hammerhand edge). Smaller opponents should have a penalty to block or parry a giant's punch (+2 TN for each size level smaller is recommended).
9
ATTRIBUTES Bearing (+0) Perception (+0) Vitality 14 (+4)*
Nimbleness (-1) Strength 18 (+6)* Wits (-1)
REACTIONS Stamina +8* Willpower +1
Swiftness +1 Wisdom +0
DEFENCE MOVEMENT RATE SKILLS
9 24
Climb +6, Intimidate (Fear) +5, Jump +6, Language: Giant-speech +6, Ranged Combat: Thrown (Rocks) +8, Run +4, Stealth (Hide) +2, Survival (Mountains) +10, Unarmed Combat (any) +6, Weather-sense +4
EDGES
Doughty, Hammerhand, Hardy
FLAWS
Battle-fury
SPECIAL ABILITIES
Armour (6, rock-hard skin), Powerful Fists, Rockthrowing
SIZE HEALTH TN EQUIVALENT NOTE
Huge (4 Healthy levels) 20 15
Since many players have voiced concern about the 4-7- attribute range in the standard rules, the statistics below in many cases list only attribute modifiers (rather than presenting scores below 8 aligned with either the standard rules or the common revision). If an attribute score is actually needed, the Narrator can choose whichever number below 8 he prefers that fits with the given modifier. Vitality, since it determines Health, is assigned a score and, if 8 or above, a modifier; for scores below 8, the Narrator can choose whichever modifier he prefers.
Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
ROCK-THROWING Stone-giants are adept at hurling boulders, either in sport or in battle. If the rocky side of a mountain is within reach, as a full-round action a giant can tear loose a boulder and hurl it at a foe (if a boulder is already freestanding, hurling the rock has a cost of 2 actions). The giant makes a Ranged Combat test modified for range (5/20/40/60/+10). Up to two adjacent man- sized foes (or three adjacent small-sized foes) can be targeted by one boulder, though the test suffers a -1 penalty times the number of targets. A hurled boulder can only be avoided by a successful Dodge action. A hurled boulder inflicts 4d6 damage plus the giant's Strength bonus, and armor generally provides no protection against the crushing weight of the rock.
GREAT EAGLES (Originally published in HoF #7 ) 'There came Gwaihir the Windlord, and Landroval his brother, greatest of all the Eagles of the North... Behind them in long swift lines came all their vassals from the northern mountains, speeding on a gathering wind.' - The Return of the King
DESCRIPTION The Great Eagles are the mightiest and noblest birds of Middleearth, the descendents of the Eagles of Manwë from the Elder Days. They are large enough to carry a man and possess wingspans of well over twenty feet. Despite their great size and strength, they are swift flyers capable of soaring 65 miles in an hour at best speed. Great Eagles are generally helpful, but at times they can be somewhat petulant-they resent having to bear riders and will do so only to help friends in need and only for the shortest possible distance. Sworn enemies of Orcs, the Great Eagles watch over their movements and often join in the most desperate battles against them.
HABITAT The Great Eagles dwell in high eyries among the tall mountain peaks of northern Middle-earth. Their chief eyrie is located in the eastern side of the Misty Mountains opposite Carrock on the Anduin River, though there are many lesser eyries to be found elsewhere in the Misty Mountains and Grey Mountains. There may also be lesser eyries in the Blue Mountains of the West or the White Mountains of the South.
ATTRIBUTES
Bearing 8 (+1)* Perception 12 (+3)* Vitality 8 (+1)
REACTIONS Stamina +2 Willpower +1
Nimbleness 10 (+2) Strength 10 (+2) Wits (+0) Swiftness +3* Wisdom +3
DEFENCE
12
Movement Rate: 6 (crawling)/48 (flying)
SKILLS
Natural Weapons (Beak, Talons) +6, Debate (Parley) +2, Intimidate (Majesty) +4, Language: Westron/Sindarin +6, Observe (Spot) +12, Ride (Keep Rider) +2, Search +8, Stealth (Surveil) +4, Survival (Mountains) +6
EDGES
Dodge, Tireless
SPECIAL ABILITIES
Flight (see Movement Rate), Mount: Steady, Mount: War-trained, Natural Weapon: Beak, Talons (1d6+2 plus Strength bonus), Swoop
SIZE Mammoth (3 Healthy levels) HEALTH 10 The listings above refer to a common Great Eagle. An Eagle- lord TN EQUIVALENT 10 like Gwaihir or Landroval should have Bearing 12 (+3), Vitality 10 (+2), and Wits 8 (+1), Willpower +3, Health 12, +4 ranks in Armed Combat, Debate, and Intimidate, and at least 4 points of Courage. An Eagle-vassal ruling another eyrie should have Bearing 10 (+2) and Wits 8 (+1), Willpower +2, +2 ranks in Armed Combat, Debate, and Intimidate, and at least 2 points of Courage.
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Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
UNIQUE SPECIAL ABILITIES MOUNT The Great Eagles are large and strong enough to bear a rider. An eagle may bear one man-sized rider or two small-sized riders on his back, or he may carry one passenger man-sized or smaller in his talons. The eagle cannot use the Mount: War-trained ability while carrying a passenger in his talons.
SWOOP An eagle's most effective attack is to swoop down upon a target, grasp it in his talons, carry it upwards, and then drop it to the ground below. Attempting a swoop is a full-round action. The eagle must move at least 6 yards before reaching his target, and the total distance he may move in the round (both before and after attacking) is equal to his flying speed. Upon reaching the target the eagle makes an Armed Combat: Natural Weapons (Talons) test. If the attack hits, the target takes damage from the talons and is grabbed; the eagle and the target must immediately make opposed Strength tests (as free actions), and if the target wins he breaks free from the grab. If the target does not break free, the eagle carries him upward a number of yards equal to half the remaining distance he can move for the round and drops him to the ground below, inflicting additional falling damage (see CRB p. 245). For example, an eagle that moved 12 yards before making the attack test could drop his victim from up to 18 yards in the air, inflicting 4d6+12 points of falling damage. The target must be mansized or smaller, and a swoop attack cannot be made against another flying creature.
NIMFIARAS
THE WHITE HART… by Daniel Myers There is something awe-inspiring when spotting a white hart. Even hunters pause and marvel at its numinous grace. White harts are a relic from the Eldar days when the world was young and full of magic. They are unlike any type of deer found in Middle Earth. It’s not because they are larger than any elk and more agile than any fallow deer. Nor it is because of their milky white pelt. Rather it’s due to the fairy (Kelfaen) blood that flows through its vein that grants them a mystical connection to the ‘Otherworld’. In The Hobbit, the White Hart forebodes the approach by Bilbo and company to the Wood-elven area of Mirkwood. The White hart is called Nimfiaras in elven tongue. This article is an attempt to describe the inherent powers of the white hart. If something does not look right or you feel that the White Hart should have additional powers, by all means, change it to best suit your world of Middle-Earth.
MERP STATISTICS LEVEL 6 MM 40 HITS 120 AT SL DB 40 SHLD N MELEE OB 70LHo, 55LTs NOTES Enchanted (see above) DECIPHER STATISTICS ATTRIBUTES Bearing 7 Perception 6 Vitality 8 (+1)
REACTIONS Stamina +5 Willpower +3
Nimble 8 (+2) Strength 9 (+2) Wits 8 (+1) Swiftness +3 Wisdom +3
DEFENSE MOVEMENT RATE SKILLS
8 10
Armed Combat: Natural Weapons (Antlers +6) (Hooves +4),Observe (Sense) +7, Run +8, Survival (Forest) +6
EDGES
Night-eyed 2, Travel-sense, Keen-eared, Undeadsense, Tireless, Hardy
GUIDELINES A white hart or Nimfiara in game statistics appear nothing more than large albino deer. This is a shame. White harts are more
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SPECIAL ABILITIES
Flee (5 yards), Armor (4, thick hide), Gift of Orome (hard to hunt and +3 to Hide), Natural Weapons (Antlers 1d8), (hooves, 1d6), Magical Resistance, Poison Immunity, Valor, Wily
SIZE Large (6 Wound levels, 2 Healthy) HEALTH 12 TN EQUIVALENT 10
Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
than just albino deer. They have a bit of fairy in them. They represent a bridge from the natural world to the supernatural. It is no wonder that their antlers and other body parts are said to possess magical powers. In Middle Earth, they are found in the deepest part of the forests. The below lists the special abilities of a typical white hart. It is done in the hopes to capture in game terms its mystical presence.
SPECIAL ABILITIES
VALOR
SHADOW SIGHT
White Harts are fearless and ferocious especially when cornered. As such, they have no fear. They are immune to all Fear attacks.
Due its fairy blood, white harts can see in the shadow and spirit world as plain as day. They also can see invisible things.
In instances where the Kelfaen bloodline runs strong, the White Hart will have the following extra special ability.
GIFT OF OROMË White harts are notoriously hard to hunt. They trot with a certain lightness that is becoming of a fairy creature. They hardly leave any tracks or make any sound. As a result, they are considered at minimal Hard to track and receive a +30 to Stalk & Hiding maneuvers. No matter what the conditions are.
GREAT ANTLERS Sometimes the Kelfaen bloodline remains true, when this happens, White Hart’s antlers take on a golden or silver-like color. The antlers are hardened beyond the norm and, as a result, deliver an extra puncture critical.
KELFAEN BLOOD Due to its mystical nature, White Harts are immune to mind attacks and poison.
LORFIARA… PIEBALD DEER Lorfiara are small deer found deep in the forests of Lorien and Northern Mirkwood. They are rare and like the Nimfiara are hunted due to its prized pelt. They are also reputed to be very tasty. The Lorfiara possess beautiful piebald pelts with a brown and white spotting pattern. In rare instances, three colors are present, brown, white, and black. They have none of the magical qualities of the Nimfiara. But they do share the Nimfiara’s wily spirit and make good hunt.
NIMFIARAS
MERP STATISTICS LEVEL 2 MM 25 AT SL DB 15 MELEE OB NOTES
HITS SHLD
70 N
40LHo, 35Ts Timid
DECIPHER STATISTICS ATTRIBUTES
Bearing 4, Nimble 5 (+2), Perception 3, Strength 4 (+0), Vitality 3 (+1), Wits 3 (+1)
REACTIONS
Stamina +5, Swiftness +5, Willpower +1, Wisdom +1
DEFENSE MOVEMENT RATE SKILLS
5 12
Armed Combat: Natural Weapons (Antlers +3) (Hooves +1),Observe (Smell) +3, Run +5, Survival (Forest) +4 Edges Night-eyed 2, Tireless, Hardy
SPECIAL ABILITIES
Flee (3 yards), Armor (3, hide), Natural Weapons (Antlers 1d6), (hooves, 1d4), Wily
SIZE Small (3 Wound levels, 2 Healthy) HEALTH 6 TN EQUIVALENT 6 12
Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
FAN FLAVOUR ~ NEW ITEMS ORCRIST (Originally published in HoF #10) A powerful elven blade of Gondolin, Orcrist (W. 'Goblin-cleaver') was found by Thorin, Gandalf, Bilbo, and the other dwarves after defeating the three trolls on their way to Rivendell. It was one of the items found in the troll's hoard, thought to gained through plundering travelers or other long-forgotten hoards and ruins. This sword is so ancient and well-known by orc-kind (to them simply called "Biter"), that anyone found in possession of it will be immediately attacked (if they are not driven off by fear). The orcs will act is affected by the Battle Fury 2 flaw until the bearer is either killed or driven off in a manner that they cannot follow. Being forged during the ancient wars in Middle Earth long before the breaking of the world and sundering of the seas, this sword has many potent and powerful spells and enchantments laid into it upon its forging. SPECIAL ABILITIES
SENSE THE SHADOW Gives off a bluish glow when within 500 yards of creatures of the Shadow or 1000 yards of an area heavily tainted by the Shadow. It becomes brighter and dimmer depending on the relative proximity of the bearer to the Shadow source. When within 100 yards of creatures or 200 yards of a tainted area, the blade will shine as brightly as a torch, causing penalties to Stealth and/or bonuses to Observe tests when drawn. Once the sword was left to lay upon Thorin's tomb, these powers were magnified by the subtle magic of the world and now extends out to a 10-mile radius around the mountain. If the sword leaves its place of rest, it will lose this power until it is replaced.
FEAR TO THE ENEMY'S HEART Upon drawing this blade, the wielder gains a +5 bonus to Intimidate any orcs present.
KEEN The Protection of armour or metal bars, chains, etc. is reduced in half (rounded up) when figuring damage dealt by this sword.
ORC BANE +5 bonus to Armed Combat test v. orcs of all kinds.
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Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
ARKENSTONE, HEART OF THE LONELY MOUNTAIN (Originally published in HoF #10) The Arkenstone is one of the, if not, the largest worked gems in the whole of Middle Earth. If was discovered at the very roots of Erebor, The Lonely Mountain, when the dwarves of Durin's House delved there to make their new home and kingdom. It is also the heart of all dwarves of Durin, especially those of his noble descent. If anyone other than a dwarf of Durin's House has possession of the stone, upon discovering this, dwarves of Durin immediately come under the effect of the Battle Fury 2 flaw and Grasping until the bearer yields the stone, is killed, or driven off in a manner that he cannot be followed. If any of the noble line of Durin discovered that this had happened, they will be bound by Oath (Retrieve Arkenstone) until it is recovered by any means necessary and the bearer gains, knowingly or unknowingly, him as an Enemy. If the bearer is a dwarf of Durin's House, he then acquires Duty (Return Arkenstone); otherwise he will suffer the same effects listed above and gain the Outcast flaw (see The Hall of Fire, Issue #4). The Arkenstone grants the owner (most likely the King Under the Mountain) these special effects: Freedom from Greed - If the owner has possession of the Arkenstone along with one of the Seven Rings of Power gifted to the dwarves, he is not affected by the Grasping flaw given by the ring or for any other reason.
TROLL'S PURSE by Camdin (Originally published in HoF #10) "Trolls' purses are the mischief, and this was no exception. " 'Ere, 'oo are you?" it squeaked, as it left the pocket; and William turned round at once and grabbed Bilbo by the neck, before he could duck behind the tree." - The Hobbit Trolls' purses are magical bags that have minor spells of vigilance woven into them. When touched or purloined by anyone but its true owner, a troll's purse cries out. Most Trolls' purses can only wail in alarm, but some can actually speak short sentences in a high-pitched voice. Troll's purses are called such for the trouble and mischief they can cause, as it is unlikely that Trolls themselves possess the skill or magic to craft them Only characters who have the ability to enchant items can create a purse of this type. The owner can speak into the purse any phrase of 7 words or less and it will repeat this phrase once in its own squeaking voice when it is handled by anyone other than its owner or his designee. A TN 5 Observe (Listen) test is required to hear he purse's voice with +2 TN for every 5 feet away from the purse. Any attempts at Legerdemain automatically fail (the purse drops from the thief's hand) if the owner hears the purse's message.
ORC SHOES (Originally published in HoF #10) These shoes, if they could be called that, are crudely constructed of leather that are easily slipped onto the bearer's feet (free action). The shoes provide a +5 bonus to Stealth (Sneak) tests and a +3 bonus to Run tests while underground and/or over rock and stone.
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Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 85 * September 2012
WHAT’S OUT THERE
This is a list of Web sites along with Decipher's official Web sites. We have found they supply useful Lord of the Rings game information.
THE HALL OF FIRE WEBZINE http://halloffire.org THE HALL OF FIRE WIKI http://wiki.halloffire.org THE HALL OF FIRE FORUMS http://forums.halloffire.org THE ONE RING RPG http://www.cubicle7.co.uk/our-games/the-one-ring/ ENCYCLOPEDIA OF ARDA http://www.glyphweb.com/arda/ FAN MODULES FOR MIDDLE-EARTH http://groups.yahoo.com/group/fan-modules CHRONICLES OF THE NORTH http://rpg.avioc.org/ MERP.COM http://www.merp.com OTHER MINDS MAGAZINE http://www.othermindsmagazine.com LORD OF THE RING RPG ARCHIVE http://www.wix.com/skinnerman02/lord-of-the-rpgarchive
THE MAD IRISHMAN http://www.mad-irishman.net THE LAST ALLIANCE http://thelastalliance.com RPG TOOLS FOR DECIPHER'S CODA GAMES http://groups.yahoo.com/group/rpgtools/ THE STEWARD AND THE KING http://www.stewardandking.net THE TOWER HILLS http://homepage.mac.com/jeremybaker/towerhills TREK-RPG.NET http://forum.trek-rpg.net/index.php CODA WEBZINE REPOSITORY http://groups.yahoo.com/group/coda_webzine THE ONE RING.COM http://www.theonering.com/ THE ONE RING.NET http://www.theonering.net
CALLING ALL GAMERS! Interested in submitting... • A mini or side adventure? • New creatures, or fell beasts? • New Orders or Elite Orders?
• Racial / Order packages? • NPC's?
• Weapons / equipment / magical items? • Fan Art?
If so, write to us for details on submission
[email protected] with 'Fan Content' in the subject line. Please include your name and/or pseudonym (handle/online identity) and email address(es) with which one of our editors may contact you.
Fancy yourself a writer or artist and would like to contribute to the webzine? If so, write to us at
[email protected] with 'Writer' in the subject line. One of the editors will get back to you with details about writing for THE HALL OF FIRE.
Want to know what the submission guide lines are? Visit http://wiki.halloffire.org/Submission_Information for the current submission guide lines.
If you would like to post an advertisement for: • A local or online RPG that you are hosting • An RPG convention or tournament • Or any events pertaining to The Lord of the Rings RPG Write to us at
[email protected] with 'Ad' in the subject line along with your advertisement. The advertisement must be less than 100 words and any graphic to go with it must be no more than 1' x 1'.
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